var t = require;
var e = module;
var o = exports;
var i, n = this && this.__extends || (i = function(t, e) {
    return (i = Object.setPrototypeOf || {
        __proto__: []
    }
    instanceof Array &&
    function(t, e) {
        t.__proto__ = e
    } ||
    function(t, e) {
        for (var o in e) Object.prototype.hasOwnProperty.call(e, o) && (t[o] = e[o])
    })(t, e)
},
function(t, e) {
    function o() {
        this.constructor = t
    }
    i(t, e),
    t.prototype = null === e ? Object.create(e) : (o.prototype = e.prototype, new o)
}),
a = this && this.__decorate ||
function(t, e, o, i) {
    var n, a = arguments.length,
    r = a < 3 ? e: null === i ? i = Object.getOwnPropertyDescriptor(e, o) : i;
    if ("object" == typeof Reflect && "function" == typeof Reflect.decorate) r = Reflect.decorate(t, e, o, i);
    else for (var s = t.length - 1; s >= 0; s--)(n = t[s]) && (r = (a < 3 ? n(r) : a > 3 ? n(e, o, r) : n(e, o)) || r);
    return a > 3 && r && Object.defineProperty(e, o, r),
    r
};
Object.defineProperty(o, "__esModule", {
    value: !0
});
var r = t("GameConstant"),
s = t("Util"),
l = cc._decorator,
c = l.ccclass,
d = l.property,
h = function(t) {
    function e() {
        var e = null !== t && t.apply(this, arguments) || this;
        return e.collider = null,
        e.node_beam = null,
        e.spine = null,
        e.isGameOver = !1,
        e._gameControl = null,
        e.damageNum = 0,
        e._carTag = 0,
        e.playAnimation = function() {
            var t = this;
            this.spine.setAnimation(0, "animation", !1),
            this._gameControl.playSound(this._gameControl._audioControl.laser_ready),
            cc.tween(this.node_beam).delay(.7).call(function() {
                t.collider.enabled = !0,
                t.node_beam.height = 50,
                t._gameControl.playSound(t._gameControl._audioControl.laser_fire)
            }).to(.5, {
                height: 0
            }).call(function() {
                t.collider.enabled = !1
            }).start()
        },
        e.bCanAttack = !0,
        e
    }
    return n(e, t),
    e.prototype.onLoad = function() {
        this.node_beam.height = 0,
        this.collider.enabled = !1
    },
    e.prototype.init = function(t, e, o, i, n, a) {
        this._gameControl = t,
        this.collider.tag = o,
        this.damageNum = i,
        this._carTag = n,
        n == r.Collide_Car_Tag.Left ? (this.node.scaleX = 1, this.node.position = a) : (this.node.scaleX = -1, this.node.position = cc.v3( - a.x, a.y, a.z))
    },
    e.prototype.stopAnimation = function() {
        this.unschedule(this.playAnimation)
    },
    e.prototype.onGameStart = function() {},
    e.prototype.onGameOver = function() {
        this.isGameOver = !0,
        this.stopAnimation()
    },
    e.prototype.onGameBoutReady = function() {
        this.node.active = !1,
        this.destroy()
    },
    e.prototype.onGameBoutStart = function() {
        this.isGameOver = !1,
        this.playAnimation(),
        this.schedule(this.playAnimation, s.Util.attackSpeed(2, this._carTag))
    },
    e.prototype.onGameBoutOver = function() {
        this.isGameOver = !0,
        this.stopAnimation()
    },
    e.prototype.onCanAttack = function(t) {
        if (this.bCanAttack = t, t) {
            if (this.isGameOver) return;
            this.schedule(this.playAnimation, s.Util.attackSpeed(2, this._carTag))
        } else this.stopAnimation()
    },
    e.prototype.getDamage = function() {
        return s.Util.vibrateMiddle(),
        this.collider.enabled = !1,
        2 * this.damageNum
    },
    a([d(cc.Collider)], e.prototype, "collider", void 0),
    a([d(cc.Node)], e.prototype, "node_beam", void 0),
    a([d(sp.Skeleton)], e.prototype, "spine", void 0),
    a([c], e)
} (cc.Component);
o.default = h